﻿/* ===============================================================================  
 * Copyright (c) 2010 Acid Frameworks
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 * 
 * =============================================================================== */

using System;
using Acid.Graphics;

namespace Acid.Rendering
{
    /// <summary>
    /// A Effect contains a Shader and State.  
    /// </summary>
    public class Effect : IDisposable, IPackObject
    {
        private static int Count { get; set; }

        /// <summary>
        /// This Effects rendering Device
        /// </summary>
        public Device Device { get; set; }
        /// <summary>
        /// This Effects State
        /// </summary>
        public State  State  { get; set; }
        /// <summary>
        /// This Effects Shader
        /// </summary>
        public Shader Shader { get; set; } 

        public Effect(Device device)
        {
            this.ID     = "effect_" + Effect.Count.ToString(); Effect.Count++;
            
            this.Device = device;
            
            this.State  = null;
            
            this.Shader = null;
            
        }

        #region IGraphObject Members

        /// <summary>
        /// This Effects ID
        /// </summary>
        public string ID { get; set; }
        
        /// <summary>
        /// This Effects Name
        /// </summary>
        public string Name { get; set; }

        #endregion

        #region IDisposable Members

        private bool disposed = false;

        private void Dispose(bool disposing)
        {
            if (!disposed)
            {
                if (disposing)
                {
                    if (this.Shader != null)
                    {
                        this.Shader.Dispose();
                    }
                }

                this.disposed = true;
            }
        }

        public void Dispose()
        {
            this.Dispose(true);
        }

        ~Effect()
        {
            this.Dispose(false);
        }

        #endregion
    }
}
